Communication Method, Device and Equipment among Different Teams in the Same Game
By displaying quick communication buttons and messages on the MOBA game game interface, the problem of a single communication method between players and opponents in the existing technology is solved, and fast and efficient opponent communication is achieved, improving the game experience.
Patent Information
- Application Number
- CN202111640688.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2021-11-24
- Filing Date
- 2021-12-29
- Publication Date
- 2025-07-18
- Estimated Expiration
- 2041-12-29
AI Technical Summary
In the existing MOBA games, the communication methods between players and opponents are limited to text input, and there is a lack of fast and efficient communication methods, which affects the atmosphere and efficiency of the game.
Display the quick communication button on the game interface. By triggering the button to display the quick messages on the game interface, it realizes quick communication between the player and the opponent without inputting text, including displaying the other party's short message and avatar.
It realizes quick communication between players and opponents, improves human-computer interaction efficiency, and enhances the communication atmosphere and experience of the game.
Smart Images

Figure CN114405013B_ABST
Abstract
Description
[0001] This application claims the priority of a Chinese patent application with the application number 202111402721.1 and the invention title "Communication Method, Device and Equipment among Different Teams in the Same Game Session", which was filed on November 24, 2021, and the entire content thereof is incorporated herein by reference. Technical Field
[0002] Embodiments of this application relate to the field of human-computer interaction, and particularly to a communication method, device and equipment among different teams in the same game session. Background Art
[0003] A battle game is a game in which multiple user accounts compete within the same scene. Optionally, the battle game can be a Multiplayer Online Battle Arena Game (MOBA).
[0004] During the process of a typical MOBA game session, players can communicate with their opponents by typing, that is, players input text in the chat control in the game session interface to communicate. By displaying the communication text content between the players and their opponents on the game session interface, the communication atmosphere between the players and their opponents can be enhanced, and positive game sessions can be promoted.
[0005] In a MOBA game session, the communication method between players and their opponents is limited to communicating by inputting text. Summary of the Invention
[0006] This application provides a communication method, device and equipment among different teams in the same game session, which can achieve quick communication between players and their opponents. The technical solution is as follows:
[0007] According to one aspect of this application, a communication method among different teams in the same game session is provided. The method includes:
[0008] Display the game session interface of the current game session. A quick communication button is displayed on the game session interface, and the quick communication button is a button for communicating with user accounts of different teams in the current game session;
[0009] In response to a trigger operation on the quick communication button, display a first quick message with the first user account as the sender on the game session interface. The first quick message is a message visible to user accounts of different teams in the current game session;
[0010] On the game interface, display a second quick message with the second user account as the sender. The second quick message is sent when the quick communication button in the second client is triggered. The second client is logged in with the second user account, and the second user account and the first user account belong to different teams.
[0011] According to one aspect of the present application, there is provided a communication device between different teams in the same game. The device includes:
[0012] A display module for displaying the game interface of the current game, on which a quick communication button is displayed. The quick communication button is a button for communicating with user accounts of different teams in the current game;
[0013] A human-computer interaction module for, in response to a trigger operation on the quick communication button, displaying a first quick message with the first user account as the sender on the game interface. The first quick message is a message visible to user accounts of different teams in the current game;
[0014] The display module is further configured to display a second quick message with the second user account as the sender on the game interface. The second quick message is sent when the quick communication button in the second client is triggered. The second client is logged in with the second user account, and the second user account and the first user account belong to different teams.
[0015] According to another aspect of the present application, there is provided a computer device, which includes: a processor and a memory. At least one computer instruction is stored in the memory, and the at least one computer instruction is loaded and executed by the processor to implement the communication method between different teams in the same game as described in the above aspect.
[0016] According to another aspect of the present application, there is provided a computer storage medium. At least one computer instruction is stored in the computer-readable storage medium, and the at least one computer instruction is loaded and executed by the processor to implement the communication method between different teams in the same game as described in the above aspect.
[0017] According to another aspect of the present application, there is provided a computer program product. The computer program product includes computer instructions, and the computer instructions are stored in a computer-readable storage medium; the computer instructions are read and executed by a processor of a computer device from the computer-readable storage medium, so that the computer device executes the communication method between different teams in the same game as described in the above aspect.
[0018] The beneficial effects brought by the technical solution provided by the present application at least include:
[0019] The quick communication button is displayed on the game interface of the current game; by triggering the quick communication button, the first quick message with the first user account as the sender is displayed on the game interface; at the same time, the second quick message with the second user account as the sender is displayed on the game interface, and the second quick message is sent when the quick communication button in the second client is triggered. This application provides a quick communication method, realizes the quick communication between players and opponents, and improves the human-computer interaction efficiency. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the following drawings are only some embodiments of the present application. For those of ordinary skill in the art, without creative efforts, other drawings can be obtained based on these drawings.
[0021] Figure 1 It is a schematic diagram of a communication method between different teams in the same game provided by an exemplary embodiment of the present application;
[0022] Figure 2 It is a block diagram of the structure of a computer system provided by an exemplary embodiment of the present application;
[0023] Figure 3 It is a flowchart of a communication method between different teams in the same game provided by an exemplary embodiment of the present application;
[0024] Figure 4 It is a flowchart of a communication method between different teams in the same game provided by an exemplary embodiment of the present application;
[0025] Figure 5 It is a schematic diagram of a communication method between different teams in the same game provided by an exemplary embodiment of the present application;
[0026] Figure 6 It is a schematic diagram of a communication method between different teams in the same game provided by an exemplary embodiment of the present application;
[0027] Figure 7 It is a schematic diagram of a communication method between different teams in the same game provided by an exemplary embodiment of the present application;
[0028] Figure 8 It is a flowchart of a communication method between different teams in the same game provided by an exemplary embodiment of the present application;
[0029] Figure 9 It is a schematic diagram of a communication method between different teams in the same game provided by an exemplary embodiment of the present application;
[0030] Figure 10 It is a flowchart of a communication method between different teams in the same game session provided by an exemplary embodiment of the present application;
[0031] Figure 11 It is a flowchart of a communication method between different teams in the same game session provided by an exemplary embodiment of the present application;
[0032] Figure 12 It is a block diagram of a communication device between different teams in the same game session provided by an exemplary embodiment of the present application;
[0033] Figure 13 It is a schematic diagram of the device structure of a computer device provided by an exemplary embodiment of the present application. Detailed implementation manners
[0034] To make the objectives, technical solutions, and advantages of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings.
[0035] As Figure 1 shown, the embodiments of the present application provide a technical solution for a communication method between different teams in the same game session.
[0036] On the game interface, a quick communication button 10 is displayed. Optionally, the logo on the quick communication button 10 can be at least one of a handshake logo, a fist bump logo, and an elbow bump logo. The embodiments of the present application do not limit this. For the convenience of description, the quick communication button 10 with a handshake logo is referred to as a handshake button.
[0037] When the game session officially starts, or when the game session ends and this game session is a balanced game session, the quick communication button 10 is displayed on the game interface. After the first user account triggers the quick communication button 10 on the first client, a quick message bubble 12 and the avatar 11 of the first user account are displayed on the game interface, and the display of this quick communication button 10 is cancelled on the first client. At the same time, a first quick message 13 is displayed inside the bubble of the quick message bubble 12.
[0038] After the second user account triggers the quick communication button 10, a quick message bubble 12 and the avatar 14 of the second user account are displayed on the game interface, a second quick message 15 is displayed inside the bubble of the quick message bubble 12, and the display of this quick communication button 10 is cancelled on the second client.
[0039] After the last user account triggers the quick communication button 10 in the current game session, an enhanced quick message bubble is displayed on the game interface. The enhanced quick message bubble includes a left avatar area, a right avatar area, and a middle bubble area. The left avatar area displays the avatars of the user accounts of the enemy team in the current game session. The right avatar area displays the avatars of the user accounts of the same team in the current game session. The middle bubble area dynamically displays the quick message bubble.
[0040] Optionally, the dynamic display of the quick message bubble includes at least one of highlighting the quick message bubble, flashing the quick message bubble, and bouncing the quick message bubble. The embodiments of the present application do not limit this.
[0041] Optionally, the text-based quick messages displayed inside the quick message bubble 12 include at least one of "Friendship First", "Respect the Game", and "Show Your Style". The embodiments of the present application do not limit this.
[0042] Optionally, the iconic quick messages displayed inside the quick message bubble 12 include at least one of a handshake sign, a fist bump sign, and an elbow bump sign. The embodiments of the present application do not limit this.
[0043] In a possible implementation, if the user account does not trigger the quick communication button within a certain time after the current game session officially starts, the quick communication button is removed from the display on the game interface.
[0044] For example, taking a 5V5 game session as an example, when the game session officially starts, a handshake button is displayed on the game interface of each user account's corresponding client. After the first user account triggers the handshake button on the corresponding first client, the quick message bubble 12 and the avatar 11 of the first user account are displayed on the game interface. The first quick message 13 ("Friendship First") is displayed inside the quick message bubble 12, and the handshake button is removed from the display on the game interface of the first client.
[0045] After the second user account triggers the handshake button on the second client, the quick message bubble 12 and the avatar 14 of the second user account are displayed on the game interface. The second quick message 15 ("Come on") is displayed inside the quick message bubble 12. At the same time, the handshake button is removed from the display on the game interface of the second client, and the avatar 11 of the first user account is shrunk and displayed below the quick message bubble 12.
[0046] After the tenth user account triggers the handshake button on the tenth client, that is, after the last user account in the current game round triggers the handshake button, an enhanced quick message bubble is displayed on the game round interface. The enhanced quick message bubble displays the avatars and quick message bubbles of all user accounts. The quick message bubble is accompanied by a dynamic effect. At the same time, the handshake button is cancelled from being displayed on the game round interface of the tenth client.
[0047] Optionally, when the duration that the handshake button has not been triggered reaches a threshold, the handshake button is cancelled from being displayed on the game round interface. For example, on the game round interface, if the user account does not trigger the handshake button within 5 seconds, the handshake button is cancelled from being displayed on the game round interface.
[0048] This application provides a quick communication method. By triggering the quick communication button, quick communication between players and opponents can be quickly achieved, and the human-computer interaction efficiency is improved.
[0049] Figure 2 The structural block diagram of a computer system provided by an exemplary embodiment of this application is given. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.
[0050] The first terminal 110 installs and runs a client 111 that supports a virtual environment. The client 111 can be a multiplayer online battle program. When the first terminal runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The client 111 can be any one of a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooting game (FPS), a third-person shooting game (TPS), a multiplayer online battle arena game (MOBA), and a simulation game (SLG). In this embodiment, the client 111 is taken as an example of a MOBA game for illustration. The first terminal 110 is a terminal used by the first user 112. The first user 112 uses the first terminal 110 to control the first virtual character located in the virtual environment to perform activities. The first virtual character can be referred to as the main control virtual character of the first user 112. The activities of the first virtual character include but are not limited to at least one of moving, jumping, teleporting, releasing skills, adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, and throwing. Schematically, the first virtual character is a first virtual character, such as an emulated human character or an anime character.
[0051] The second terminal 130 installs and runs a client 131 that supports a virtual environment. The client 131 can be a multiplayer online battle program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. The client can be any one of a VR application, an AR program, a three-dimensional map program, a virtual reality game, an augmented reality game, an FPS, a TPS, a MOBA, and an SLG. In this embodiment, the client is taken as an example of a MOBA game for illustration. The second terminal 130 is a terminal used by the second user 113. The second user 113 can use the second terminal 130 to communicate with the first user 112.
[0052] Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual character and the second virtual character can belong to the same team, the same organization, have a friendship relationship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character can belong to different camps, different teams, different organizations, or have a hostile relationship.
[0053] Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are of the same type on different operating system platforms (Android or iOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another one of the multiple terminals. This embodiment only takes the first terminal 110 and the second terminal 130 as examples for illustration. The device types of the first terminal 110 and the second terminal 130 are the same or different, and the device types include at least one of: smart phones, tablet computers, e-book readers, MP3 players, MP4 players, laptop computers, and desktop computers.
[0054] Figure 2 Only two terminals are shown in the figure, but in different embodiments, there are multiple other terminals 140 that can access the server 120. Optionally, there is also one or more terminals 140 that are the terminals corresponding to the developer. A development and editing platform for the client supporting the virtual environment is installed on the terminal 140. The developer can edit and update the client on the terminal 140, and transmit the updated client installation package to the server 120 through a wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.
[0055] The first terminal 110, the second terminal 130, and the other terminals 140 are connected to the server 120 through a wireless network or a wired network.
[0056] The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for the client supporting the three-dimensional virtual environment. Optionally, the server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or, a distributed computing architecture is adopted between the server 120 and the terminal for collaborative computing.
[0057] In a schematic example, the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-oriented input / output interface (I / O interface) 125. Among them, the processor 122 is used to load the instructions stored in the server 121 and process the data in the user account database 123 and the battle service module 124; the user account database 123 is used to store the data of the user accounts used by the first terminal 110, the second terminal 130, and other terminals 140, such as the avatar of the user account, the nickname of the user account, the combat power index of the user account, and the service area where the user account is located; the battle service module 124 is used to provide multiple battle rooms for users to conduct battles, such as 1V1 battles, 3V3 battles, 5V5 battles, etc.; the user-oriented I / O interface 125 is used to establish communication with the first terminal 110 and / or the second terminal 130 through a wireless network or a wired network to exchange data.
[0058] Figure 3 is a flowchart of a method for communication between different teams in the same game session provided by an exemplary embodiment of the present application. This method can be executed by a terminal or a client on the terminal in a system as shown in Figure 2 shown. This method includes:
[0059] Step 302: Display the game session interface of this game session, and a quick communication button is displayed on the game session interface.
[0060] The virtual environment is a virtual activity space provided by an application program in the terminal during operation, for virtual characters to perform various activities in this virtual activity space. The game session interface refers to the interface presented when at least two different teams are in a game session in the virtual environment. In the game session interface, a picture of only a single team can be presented, or, a picture of at least two different teams mixed can be presented in the game session interface. The embodiments of the present application do not limit this.
[0061] The quick communication button is a button used to quickly communicate with other user accounts in the same team, or, a button used to quickly communicate with user accounts in different teams. Quick communication refers to a communication method that does not require inputting text, voice, and does not require conception. By triggering the quick communication button, a quick message is randomly selected from the quick message library, or, before this game session, the user edits and customizes a quick message and saves it to the quick message library, and then by triggering the quick communication button, a quick message is randomly selected from the quick message library, or, by triggering the quick communication button, a quick message is quickly selected from several quick messages with the highest selection frequency in the quick message library.
[0062] Exemplarily, by triggering the quick communication button, a quick message is quickly generated and displayed on the game interface, or, by triggering the quick communication button, a quick message is quickly generated and sent to a specified user account and displayed on the game interface corresponding to that user account. The embodiments of the present application do not limit this.
[0063] Step 304: In response to a trigger operation on the quick communication button, display a first quick message with the first user account as the sender on the game interface. The first quick message is a message visible to user accounts of different teams in this game.
[0064] When the first user account triggers the quick communication button, display a first quick message with the first user account as the sender on the game interface. The first quick message is displayed on the game interfaces corresponding to other user accounts in this game, and the first quick message is visible to all user accounts. After the first user account triggers the quick communication button, cancel the display of the quick communication button on the game interface.
[0065] Optionally, the triggering methods for triggering the quick communication button include at least one of swiping the quick communication button, dragging the quick communication button, long-pressing the quick communication button, double-clicking the quick communication button, and shaking the terminal. The embodiments of the present application do not limit this.
[0066] In a possible implementation, when the first user account triggers the quick communication button, display a first quick message with the first user account as the sender on the game interface. The first quick message is only displayed on the game interfaces corresponding to other user accounts in different teams in this game, that is, the first quick message is only visible to other user accounts in different teams.
[0067] Optionally, the first quick message is not limited to text. The first quick message can be at least one of text + pattern, text + symbol, text + logo, graphic, dynamic image, short video, and emoji, but is not limited to this. The embodiments of the present application do not limit this.
[0068] Step 306: Display a second quick message with the second user account as the sender on the game interface. The second quick message is sent when the quick communication button in the second client is triggered. The second client logs in with the second user account, and the second user account and the first user account belong to different teams.
[0069] When the second user account triggers the quick communication button, display a second quick message with the second user account as the sender on the game interface. The second quick message is displayed on the game interfaces corresponding to other user accounts in this game, and the second quick message is visible to all user accounts.
[0070] Optionally, after the second user account triggers the quick communication button, the quick communication button is hidden on the game interface corresponding to the second user account.
[0071] Exemplarily, the second user account and the first user account belong to different teams in this game. By triggering the quick communication button displayed on the game interface corresponding to the second user account, a second quick message is generated, and the second quick message is displayed on the game interface corresponding to the first user account, thus realizing quick communication between different teams.
[0072] In summary, the method provided in this embodiment displays the game interface of this game, quickly generates a quick message by triggering the quick communication button, and displays the quick message visible to user accounts of different teams on the game interface. By triggering the quick communication button, the embodiments of the present application can realize quick communication between players and opponents, improving the human-computer interaction efficiency.
[0073] Figure 4 is a flowchart of a method for communication between different teams in the same game provided by an exemplary embodiment of the present application. This method can be executed by a terminal or a client on the terminal in a system as shown in Figure 2 shown. This method includes:
[0074] Step 402: Display the game interface of this game, and a quick communication button is displayed on the game interface.
[0075] The game interface is the interface presented by the terminal when at least two different teams are in a game in a virtual environment.
[0076] The quick communication button is a button for quickly communicating with other user accounts in the same team, or is a button for quickly communicating with user accounts in different teams.
[0077] Exemplarily, by triggering the quick communication button, a quick message is quickly generated and displayed on the game interface, or by triggering the quick communication button, a quick message is quickly generated and sent to a specified user account and displayed on the game interface corresponding to the user account. The embodiments of the present application do not limit this.
[0078] Step 404: In response to the trigger operation on the quick communication button, when the first user account is the first to trigger the quick communication button, display the first quick message in the bubble of the quick message bubble located on the game interface, and display the avatar of the first user account at the first peripheral position of the quick message bubble.
[0079] When the first user account first triggers the quick communication button within the first time period, a quick message bubble is displayed on the game interface. The first quick message with the first user account as the sender is displayed inside the bubble of the quick message bubble on the game interface. The avatar of the first user account is displayed at the first peripheral position of the quick message bubble on the game interface. The quick message bubble and the avatar of the first user account are displayed in the game interfaces corresponding to other user accounts in this game, and the quick message bubble and the avatar of the first user account are visible to all user accounts.
[0080] Optionally, after the first user account triggers the quick communication button, the quick communication button is cancelled from being displayed on the game interface.
[0081] Optionally, the first time period refers to at least one of the entire time period of this game, the time period before the start of this game, the time period after the enemy's main base is destroyed, the time period after our main base is destroyed, and the time period after the quick communication button is displayed, but is not limited thereto. The embodiments of the present application do not make any limitation in this regard.
[0082] For example, the first time period refers to at least one of the entire time period of this game, 1 minute before the start of this game, 30 seconds after the enemy's main base is destroyed, 30 seconds after our main base is destroyed, and 1 minute after the quick communication button is displayed, but is not limited thereto. The embodiments of the present application do not make any limitation in this regard.
[0083] The avatar of the first user account refers to the avatar of the virtual character selected by the first user account in this game.
[0084] Exemplarily, as Figure 5 shown, when the first user account is the first to trigger the quick communication button, the quick message bubble 502 and the avatar 501 of the first user account are displayed on the game interfaces of all user accounts in this game. The position of the avatar 501 of the first user account is at the first peripheral position of the quick message bubble 502.
[0085] Optionally, the position of the avatar 501 of the first user account at the first peripheral position of the quick message bubble 502 includes at least one of the position of the avatar 501 of the first user account being on the left side of the quick message bubble 502, the position of the avatar 501 of the first user account being on the right side of the quick message bubble 502, the position of the avatar 501 of the first user account being on the upper side of the quick message bubble 502, the position of the avatar 501 of the first user account being on the lower side of the quick message bubble 502, and the position of the avatar 501 of the first user account being on the diagonal side of the quick message bubble 502, but is not limited thereto. The embodiments of the present application do not make any limitation in this regard.
[0086] Optionally, the shape of the quick message bubble 502 may be at least one of a rectangle, a circle, an ellipse, and a triangle, but is not limited thereto. The embodiments of the present application do not limit this.
[0087] Optionally, the text content of the first quick message includes at least one of "Friendship First", "Respect the Game", and "Show Your Style", but is not limited thereto. The embodiments of the present application do not limit this.
[0088] Step 406: In response to a trigger operation on the quick communication button, when the first user account is not the first to trigger the quick communication button, display the first quick message inside the bubble of the quick message bubble located in the game interface, display the avatar of the first user account at the first circumferential side position of the quick message bubble, and display the avatar of the user account that historically triggered the quick communication button at the second circumferential side position of the quick message bubble.
[0089] When the first user account is not the first to trigger the quick communication button within the first time period, display the quick message bubble on the game interface, display the first quick message with the first user account as the sender inside the bubble of the quick message bubble on the game interface, display the avatar of the first user account at the first circumferential side position of the quick message bubble on the game interface, and display the avatar of the user account that historically triggered the quick communication button at the second circumferential side position of the quick message bubble on the game interface. The quick message bubble, the avatar of the first user account, and the avatar of the user account that historically triggered the quick communication button are displayed in the game interfaces corresponding to other user accounts in this game, and the quick message bubble, the avatar of the first user account, and the avatar of the user account that historically triggered the quick communication button are visible to all user accounts.
[0090] Optionally, after the first user account triggers the quick communication button, cancel the display of the quick communication button on the game interface.
[0091] Optionally, the size of the avatar of the first user account displayed at the first circumferential side position of the quick message bubble is larger than the size of the avatar of the user account that historically triggered the quick communication button displayed at the second circumferential side position of the quick message bubble.
[0092] The first circumferential side position refers to a certain side position of the quick message bubble. For example, the first circumferential side position is located on the left side of the quick message bubble; the second circumferential side position refers to the other side position of the quick message bubble. The second circumferential side position and the first circumferential side position may be on the same side of the quick message bubble or on different sides of the quick message bubble. The embodiments of the present application do not limit this.
[0093] The first circumferential position is on the left side of the quick message bubble, and the second circumferential position is on the lower side of the quick message bubble; or, the first circumferential position is on the left side of the quick message bubble, and the second circumferential position is on the right side of the quick message bubble; or, the first circumferential position is on the lower side of the quick message bubble, and the second circumferential position is on the lower side of the first circumferential position, but not limited to this, and the embodiments of the present application do not limit this.
[0094] Exemplarily, as Figure 6 shown, in the first time period, when the first user account is not the first to trigger the quick communication button, on the game interface of all user accounts in this game session, a quick message bubble 602, the avatar 601 of the first user account, and the avatar 603 of the user account that historically triggered the quick communication button are displayed. The position of the avatar 601 of the first user account is at the first circumferential position of the quick message bubble, and the avatar 603 of the user account that historically triggered the quick communication button is at the second circumferential position of the quick message bubble.
[0095] Optionally, the first circumferential position and the second circumferential position of the quick message bubble 602 are on the same side of the quick message bubble, or the first circumferential position and the second circumferential position of the quick message bubble 602 are on different sides of the quick message bubble 602.
[0096] In a possible implementation manner, when the number of user accounts that historically triggered the quick communication button is less than or equal to n (n is a positive integer), the avatars of all user accounts that historically triggered the quick communication button are displayed at the second circumferential position of the quick message bubble.
[0097] In a possible implementation manner, when the number of user accounts that historically triggered the quick communication button is greater than n and less than m (where m is all user accounts participating in this game session), only the avatars of n user accounts are displayed at the second circumferential position of the quick message bubble, and the avatars of other user accounts with more than n avatars are omitted from display at the second circumferential position of the quick message bubble.
[0098] As Figure 7 shown, exemplarily, taking a 5V5 game session as an example, that is, m is 10, and it is set that 3 avatars can be displayed at the second circumferential position of the quick message bubble, that is, n is 3. When the number of user accounts that historically triggered the quick communication button is less than or equal to 3, the avatars of all user accounts that historically triggered the quick communication button are displayed at the second circumferential position of the quick message bubble; when the number of user accounts that historically triggered the quick communication button is greater than 3 and less than 10, only 3 avatars of user accounts that historically triggered the quick communication button are displayed at the second circumferential position of the quick message bubble, and the avatars of other user accounts with more than 3 avatars are omitted from display at the second circumferential position of the quick message bubble.
[0099] Optionally, the avatars of other user accounts with more than 3 avatars are omitted from display at the second-week side position of the quick message bubble. The omission is selectively based on the time when the quick communication button is triggered by the user account, or the avatars of the user accounts that triggered the quick communication button historically are randomly omitted, but not limited to this. The embodiments of the present application do not make limitations in this regard. For example, when the number of user accounts that triggered the quick communication button historically is greater than 3, the avatars of the last 3 user accounts that triggered the quick communication button are displayed at the second-week side position of the quick message bubble, and the avatars of the user accounts that triggered the quick communication button before the last 3 user accounts that triggered the quick communication button are cancelled from display.
[0100] Step 408: Display a second quick message with the second user account as the sender on the game interface. The second quick message is sent when the quick communication button in the second client is triggered. The second client logs in with the second user account, and the second user account and the first user account belong to different teams.
[0101] When the second user account triggers the quick communication button, a second quick message with the second user account as the sender is displayed on the game interface. The second quick message is displayed in the game interfaces corresponding to other user accounts in this game, and the second quick message is visible to all user accounts. After the second user account triggers the quick communication button, the quick communication button is cancelled from display on the game interface corresponding to the second user account.
[0102] Exemplarily, the second user account and the first user account belong to different teams in this game. By triggering the quick communication button displayed on the game interface corresponding to the second user account through the second user account, a second quick message is generated, and the second quick message is displayed on the game interface corresponding to the first user account, realizing quick communication between different teams.
[0103] In summary, the method provided in this embodiment displays the game interface of the current game. By triggering the quick communication button, when the first user account is the first to trigger the quick communication button, a quick message bubble is displayed on the game interface. The first quick message with the first user account as the sender is displayed inside the bubble of the quick message bubble, and the avatar of the first user account is displayed at the first circumferential position of the quick message bubble; when the first user account is not the first to trigger the quick communication button, a quick message bubble is displayed on the game interface. The first quick message with the first user account as the sender is displayed inside the bubble of the quick message bubble, the avatar of the first user account is displayed at the first circumferential position of the quick message bubble, and the avatar of the user account that triggered the quick communication button previously is displayed at the second circumferential position of the quick message bubble. Through triggering the quick communication button, the method in the embodiment of the present application displays quick messages in the form of quick message bubbles and displays the avatars of user accounts on the game interface, realizing quick communication between players and opponents and improving the efficiency of human-computer interaction.
[0104] Figure 8 It is a flowchart of a communication method between different teams in the same game provided by an exemplary embodiment of the present application. This method can be executed by a terminal or a client on the terminal in a system as shown in Figure 2 This method includes:
[0105] Step 802: Display the game interface of the current game, and a quick communication button is displayed on the game interface.
[0106] The game interface is the interface presented by the terminal when at least two different teams are in a game in a virtual environment.
[0107] The quick communication button is a button for quickly communicating with other user accounts in the same team or a button for quickly communicating with user accounts in different teams.
[0108] Exemplarily, by triggering the quick communication button, a quick message is quickly generated and displayed on the game interface, or by triggering the quick communication button, a quick message is quickly generated and sent to a specified user account and displayed on the game interface corresponding to that user account. The embodiment of the present application does not limit this.
[0109] Optionally, the situations where the quick communication button is displayed on the game interface include at least one of the following situations, but are not limited to this. The quick communication button is displayed on the starting interface of the game interface, on the ending interface of the game interface, on the ending interface of a balanced game, always displayed on the game interface, or displayed on the game interface within a predetermined time.
[0110] The starting interface refers to the interface where the current game has officially started. That is, on the starting interface, the user can control the virtual character to perform activities. The ending interface refers to the interface presented after our base camp or the enemy base camp is destroyed during the current game, or the ending interface can also refer to the game settlement interface presented after the end of the current game.
[0111] A balanced game refers to a situation where the achievements obtained by both sides or multiple sides in the current game are equivalent, or the current game is a draw, but it is not limited to this.
[0112] The achievements obtained by both sides or multiple sides in the current game refer to the resources obtained, the number of towers pushed, the number of monsters killed, the number of opponents killed, etc. during the current game, but it is not limited to this. The embodiments of the present application do not make any limitations in this regard.
[0113] Step 804: In response to a trigger operation on the quick communication button, display a first quick message of the first user account as the sender on the game interface. The first quick message is a message visible to user accounts of different teams in the current game.
[0114] When the first user account triggers the quick communication button, display a quick message bubble on the game interface. Display the first quick message of the first user account as the sender inside the bubble of the quick message bubble on the game interface. Display the avatar of the first user account at the first peripheral position of the quick message bubble on the game interface. The quick message bubble and the avatar of the first user account are displayed in the game interfaces corresponding to other user accounts in the current game, and the quick message bubble and the avatar of the first user account are visible to all user accounts. After the first user account triggers the quick communication button, cancel the display of the quick communication button on the game interface.
[0115] Optionally, the first quick message displayed inside the bubble of the quick message bubble on the game interface is randomly selected from a preset k quick messages as the first quick message, where k is an integer greater than 1; or, use the quick message customized by the user as the first quick message.
[0116] Exemplarily, when the first user account triggers the quick communication button, display a quick message bubble on the game interface. Randomly select a quick message from the preset quick messages as the first quick message inside the bubble of the quick message bubble; or, before the start of the current game, the user customizes at least one quick message. When the first user account triggers the quick communication button, randomly select a quick message from the quick messages customized by the user as the first quick message inside the bubble of the quick message bubble, or sequentially select quick messages from the quick messages customized by the user as the first quick message inside the bubble of the quick message bubble. The embodiments of the present application do not make any limitations in this regard.
[0117] In a possible implementation, in response to a trigger operation on the quick communication button, a first quick message is mass-sent to user accounts of different teams in the current game.
[0118] Exemplarily, after the first user account triggers the quick communication button displayed on the game interface, the first client corresponding to the first user account mass-sends the first quick message to the clients corresponding to other user accounts of different teams in the current game.
[0119] Optionally, the first client mass-sends the first quick message to other clients of different teams in the current game, or the first client mass-sends the number or flag information corresponding to the first quick message to other clients of different teams in the current game. The embodiments of the present application do not limit this.
[0120] Step 806: Display a quick message bubble on the game interface. The bubble of the quick message bubble displays a second quick message, the avatar of the second user account is displayed at the first peripheral position of the quick message bubble, and the avatar of the user account that historically triggered the quick communication button is displayed at the second peripheral position of the quick message bubble.
[0121] In the case where the second user account triggers the quick communication button, a quick message bubble is displayed on the game interface. The bubble of the quick message bubble on the game interface displays the second quick message with the second user account as the sender. The avatar of the second user account is displayed at the first peripheral position of the quick message bubble on the game interface, and the avatar of the user account that historically triggered the quick communication button is displayed at the second peripheral position of the quick message bubble.
[0122] Exemplarily, the second user account and the first user account belong to different teams in the current game. By triggering the quick communication button displayed on the game interface corresponding to the second user account, a second quick message is generated, and the second quick message is displayed on the game interface corresponding to the first user account, realizing quick communication between different teams.
[0123] In a possible implementation, in the case where the second user account triggers the quick communication button, a quick message bubble is displayed on the game interface. The bubble of the quick message bubble on the game interface displays the second quick message with the second user account as the sender. The avatar of the second user account is displayed at the first peripheral position of the quick message bubble on the game interface, and the avatar of the user account that historically triggered the quick communication button is displayed at the second peripheral position of the quick message bubble. In the case where the number of user accounts that historically triggered the quick communication button is less than or equal to n (n is a positive integer), the avatars of all user accounts that historically triggered the quick communication button are displayed at the second peripheral position of the quick message bubble.
[0124] When the number of user accounts that trigger the quick communication button in history is greater than n and less than m, only the avatars of n user accounts are displayed at the second-week side position of the quick message bubble, and the avatars of other user accounts with more than n avatars are omitted at the second-week side position of the quick message bubble, where n is a positive integer and m is all user accounts participating in this game.
[0125] In a possible implementation, when all user accounts trigger the quick communication button, an enhanced quick message bubble is displayed on the game interface. The enhanced quick message bubble includes a left avatar area, a right avatar area, and a middle bubble area. The left avatar area displays the avatars of the user accounts of the first team in this game, the right avatar area displays the avatars of the user accounts of the second team in this game, and the middle bubble area displays the quick message bubble.
[0126] Exemplarily, as Figure 9 shown, an enhanced quick message bubble is displayed on the game interface. The avatars of the user accounts of the first team in this game are displayed in the left avatar area of the enhanced quick message bubble. The first team refers to the team that is not in the same team as the first user account, and the avatars of the user accounts of the first team are additionally displayed with a border for users to identify; the avatars of the user accounts of the second team in this game are displayed in the right avatar area of the enhanced quick message bubble. The second team refers to the team that is in the same team as the first user account; the quick message bubble is dynamically displayed in the middle bubble area of the enhanced quick message bubble.
[0127] Optionally, dynamically displaying the quick message bubble includes at least one of highlighting the quick message bubble, flashing the quick message bubble, and bouncing the quick message bubble. The embodiments of the present application do not limit this.
[0128] Optionally, the text-based quick messages displayed inside the bubble of the quick message bubble include at least one of "Friendship First", "Respect the Game", and "Show Style". The embodiments of the present application do not limit this.
[0129] Optionally, the iconic quick messages displayed inside the bubble of the quick message bubble include at least one of a handshake sign, a fist bump sign, and an elbow bump sign. The embodiments of the present application do not limit this.
[0130] In a possible implementation, when this game is a balanced game, a quick communication button is displayed on the end game interface of the game interface. When all user accounts trigger the quick communication button, a countdown is displayed on the game interface, and after the countdown ends, all user accounts enter the next game according to the current team formation.
[0131] For example, after the end of the current game, when the current game is a balanced game, a quick communication button is displayed on the end game interface of the game interface. When all user accounts click the quick communication button, a countdown is displayed on the game interface. The countdown time is set to 5 seconds. After the 5-second countdown ends, all user accounts participating in the current game directly enter the next game according to the current team formation method without waiting for the settlement and the waiting loading time before starting the next game.
[0132] In a possible implementation manner, a quick communication button is displayed on the start game interface of the game interface. When all user accounts trigger the quick communication button, special effect bubbles are displayed full screen on the game interface.
[0133] Optionally, the special effect bubbles include at least one of fireworks bubbles, peace dove bubbles, and emoji bubbles. The embodiments of the present application do not limit this.
[0134] In a possible implementation manner, when the current game is a balanced game, a quick communication button is displayed on the end game interface of the game interface. When all user accounts trigger the quick communication button, a countdown is displayed on the game interface, and all user accounts re-form teams. After the countdown ends, all user accounts after re-forming teams enter the next game.
[0135] For example, after the end of the current game, when the current game is a balanced game, a quick communication button is displayed on the end game interface of the game interface. When all user accounts click the quick communication button, a countdown is displayed on the game interface, and all user accounts re-randomly form teams or re-form teams according to the players' wishes. The countdown time is set to 5 seconds. After the 5-second countdown ends, all user accounts after re-forming teams directly enter the next game without waiting for the settlement and the waiting loading time before starting the next game.
[0136] In a possible implementation manner, when all user accounts trigger the quick communication button, all user accounts can obtain virtual resources presented by the background server.
[0137] Optionally, the virtual resources include at least one of virtual currency, virtual clothes, virtual treasure chests, virtual weapons, and virtual medicines. The embodiments of the present application do not limit this.
[0138] Step 808: Cancel the display of the quick communication button when the duration that the quick communication button is not triggered reaches a threshold.
[0139] Cancel the display of the quick communication button when the duration that the quick communication button displayed on the game interface is not triggered reaches a threshold.
[0140] Exemplarily, when the quick communication button displayed on the game interface has not been triggered within 5 seconds, the display of the quick communication button is cancelled.
[0141] In summary, the method provided in this embodiment displays the game interface of the current game. By triggering the quick communication button, quick message bubbles visible to user accounts of different teams are displayed on the game interface. A first quick message is displayed inside the bubble of the quick message bubble, the avatar of the first user account is displayed at the first circumferential side position of the quick message bubble, and the avatar of the user account that triggered the quick communication button last time is displayed at the second circumferential side position of the quick message bubble. By triggering the quick communication button, the method of this application embodiment displays quick messages in the form of quick message bubbles and displays the avatars of user accounts on the game interface, realizing quick communication between players and opponents and improving the efficiency of human-computer interaction.
[0142] Figure 10 It is a flowchart of a communication method between different teams in the same game provided by an exemplary embodiment of the present application. This method can be executed by a terminal in a system as shown in Figure 2 or a client on the terminal. This method includes:
[0143] Step 1001: Start.
[0144] Step 1002: Display the quick communication button.
[0145] Display the game interface of the current game, and display the quick communication button on the starting interface of the game interface.
[0146] Step 1003: Determine whether the user triggers the quick communication button.
[0147] Determine whether the user triggers the quick communication button. If the user triggers the quick communication button, execute Step 1005; if the user does not trigger the quick communication button, execute Step 1004.
[0148] Step 1004: Cancel the display of the quick communication button.
[0149] When the duration that the quick communication button has not been triggered reaches the threshold, cancel the display of the quick communication button.
[0150] Step 1005: Display the quick message bubble.
[0151] When the user triggers the quick communication button, display the quick message bubble on the game interface, and display the quick message inside the bubble of the quick message bubble.
[0152] Step 1006: Determine whether all users trigger the quick communication button.
[0153] Determine whether all users have triggered the quick communication button. If all users have triggered the quick communication button, execute step 1008; if not all users have triggered the quick communication button, execute step 1007.
[0154] Step 1007: No special display.
[0155] If not all users have triggered the quick communication button, there is no special display on the game interface.
[0156] Step 1008: Display an enhanced quick message bubble.
[0157] If all users have triggered the quick communication button, display an enhanced quick message bubble on the game interface. The enhanced quick message bubble includes a left avatar area, a right avatar area, and a middle bubble area. The left avatar area displays the avatars of the user accounts of the first team in this game, the right avatar area displays the avatars of the user accounts of the second team in this game, and the middle bubble area displays the quick message bubble.
[0158] Step 1009: End.
[0159] Figure 11 It is a flowchart of a communication method between different teams in the same game provided by an exemplary embodiment of the present application. This method can be executed by a terminal or a client on the terminal in a system as shown in Figure 2 shown. This method includes:
[0160] Step 1101: Start.
[0161] Step 1102: Determine whether it is a balanced game.
[0162] After this game ends, determine whether this game is a balanced game. If this game is a balanced game, execute step 1104; if this game is not a balanced game, execute step 1103.
[0163] Step 1103: No display at all.
[0164] If this game is not a balanced game, there is no display at all on the game interface.
[0165] Step 1104: Display the quick communication button.
[0166] If this game is a balanced game, display the quick communication button on the end game interface of the game interface.
[0167] Step 1105: Determine whether the user has triggered the quick communication button.
[0168] Determine whether the user triggers the quick communication button. If the user triggers the quick communication button, execute step 1107; if the user does not trigger the quick communication button, execute step 1106.
[0169] Step 1106: Cancel the display of the quick communication button.
[0170] If the duration during which the quick communication button is not triggered reaches the threshold, cancel the display of the quick communication button.
[0171] Step 1107: Display the quick message bubble.
[0172] If the user triggers the quick communication button, display the quick message bubble on the game interface, and the quick message is displayed inside the bubble of the quick message bubble.
[0173] Step 1108: Determine whether all users trigger the quick communication button.
[0174] Determine whether all users trigger the quick communication button. If all users trigger the quick communication button, execute step 1110; if not all users trigger the quick communication button, execute step 1109.
[0175] Step 1109: No special display.
[0176] If not all users trigger the quick communication button, there is no special display on the game interface.
[0177] Step 1110: Display an enhanced quick message bubble.
[0178] If all users trigger the quick communication button, display an enhanced quick message bubble on the game interface. The enhanced quick message bubble includes a left avatar area, a right avatar area, and a middle bubble area. The left avatar area displays the avatars of the user accounts of the first team in the current game, the right avatar area displays the avatars of the user accounts of the second team in the current game, and the middle bubble area displays the quick message bubble.
[0179] Step 1111: End.
[0180] Figure 12 The structural schematic diagram of the communication device between different teams in the same game provided by an exemplary embodiment of the present application is shown. This device can be implemented as all or part of a computer device through software, hardware, or a combination of both. The device includes:
[0181] A display module 1201, configured to display the game interface of the current game, and a quick communication button is displayed on the game interface. The quick communication button is a button for communication between user accounts of different teams in the current game;
[0182] The human-computer interaction module 1202 is configured to, in response to a triggering operation on the quick communication button, display, on the game interface, a first quick message with the first user account as the sender, where the first quick message is a message visible to user accounts of different teams in the current game;
[0183] The display module 1201 is further configured to display, on the game interface, a second quick message with the second user account as the sender, where the second quick message is sent when the quick communication button in the second client is triggered, the second client logs in with the second user account, and the second user account and the first user account belong to different teams.
[0184] In a possible implementation, the human-computer interaction module 1202 is configured to, in response to a triggering operation on the quick communication button, when the first user account is the first to trigger the quick communication button, display the first quick message inside the bubble of the quick message bubble located on the game interface, and display the avatar of the first user account at the first peripheral position of the quick message bubble.
[0185] In a possible implementation, the human-computer interaction module 1202 is configured to, in response to a triggering operation on the quick communication button, when the first user account is not the first to trigger the quick communication button, display the first quick message inside the bubble of the quick message bubble located on the game interface, display the avatar of the first user account at the first peripheral position of the quick message bubble, and display the avatar of the user account that previously triggered the quick communication button at the second peripheral position of the quick message bubble;
[0186] Wherein, the size of the avatar of the first user account displayed at the first peripheral position of the quick message bubble is larger than the size of the avatar of the user account that previously triggered the quick communication button displayed at the second peripheral position of the quick message bubble.
[0187] In a possible implementation, the display module 1201 is configured to, when the number of user accounts that previously triggered the quick communication button is less than or equal to n (n is a positive integer), display the avatars of all user accounts that previously triggered the quick communication button at the second peripheral position of the quick message bubble.
[0188] In a possible implementation, the display module 1201 is configured to, when the number of user accounts that have historically triggered the quick communication button is greater than n and less than m, only display the avatars of n user accounts at the second circumferential side position of the quick message bubble, and omit displaying the avatars of other user accounts that exceed n avatars at the second circumferential side position of the quick message bubble, where n is a positive integer and m is all user accounts participating in the current game.
[0189] In a possible implementation, the display module 1201 is configured to randomly select one quick message from k preset quick messages as the first quick message, where k is an integer greater than 1;
[0190] Or,
[0191] Use the quick message customized by the user as the first quick message.
[0192] In a possible implementation, the display module 1201 is configured to display a quick message bubble on the game interface, display the second quick message inside the bubble of the quick message bubble, display the avatar of the second user account at the first circumferential side position of the quick message bubble, and display the avatars of user accounts that have historically triggered the quick communication button at the second circumferential side position of the quick message bubble.
[0193] In a possible implementation, the display module 1201 is configured to, when the number of user accounts that have historically triggered the quick communication button is less than or equal to n, display the avatars of all user accounts that have historically triggered the quick communication button at the second circumferential side position of the quick message bubble, where n is a positive integer not greater than m.
[0194] In a possible implementation, the display module 1201 is configured to, when the number of user accounts that have historically triggered the quick communication button is greater than n and less than m, only display the avatars of n user accounts at the second circumferential side position of the quick message bubble, and omit displaying the avatars of other user accounts that exceed n avatars at the second circumferential side position of the quick message bubble, where n is a positive integer and m is all user accounts participating in the current game.
[0195] In a possible implementation, the display module 1201 is configured to display an enhanced quick message bubble on the game interface when all the user accounts trigger the quick communication button. The enhanced quick message bubble includes a left avatar area, a right avatar area, and a middle bubble area. The left avatar area displays the avatars of the user accounts of the first team in the current game. The right avatar area displays the avatars of the user accounts of the second team in the current game. The middle bubble area displays the quick message bubble.
[0196] In a possible implementation, the display module 1201 is configured to display the quick communication button on the start interface of the game interface.
[0197] And / or, display the quick communication button on the end interface of the game interface.
[0198] And / or, when the current game is in a balanced situation, display the quick communication button on the end interface of the game interface.
[0199] And / or, always display the quick communication button on the game interface.
[0200] And / or, display the quick communication button on the game interface within a predetermined time.
[0201] In a possible implementation, the display module 1201 is configured to display the quick communication button on the end interface of the game interface when the current game is in a balanced situation. When all the user accounts trigger the quick communication button, a countdown is displayed on the game interface, and after the countdown ends, all the user accounts enter the next game.
[0202] Or, display the quick communication button on the start interface of the game interface. When all the user accounts trigger the quick communication button, a special effect bubble in the shape of fireworks is displayed full screen on the game interface.
[0203] Or, when the current game is in a balanced situation, display the quick communication button on the end interface of the game interface. When all the user accounts trigger the quick communication button, a countdown is displayed on the game interface, and all the user accounts re-group. After the countdown ends, all the re-grouped user accounts enter the next game.
[0204] In a possible implementation, the display module 1201 is configured to cancel the display of the quick communication button when the duration that the quick communication button is not triggered reaches a threshold.
[0205] In a possible implementation, the human-computer interaction module 1202 is used to send the first quick message to the user accounts of different teams in the current game in response to a trigger operation on the quick communication button.
[0206] Figure 13 The block diagram of the structure of a computer device 1300 provided by an exemplary embodiment of the present application is shown. The computer device 1300 may be a portable mobile terminal, such as a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 1300 may also be called a user device, a portable terminal, or other names.
[0207] Typically, the computer device 1300 includes a processor 1301 and a memory 1302 .
[0208] The processor 1301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1301 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1301 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1301 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1301 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0209] The memory 1302 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1302 may also include high-speed random access memory, as well as non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1302 is used to store at least one instruction for being executed by the processor 1301 to implement the method for displaying a virtual environment screen provided in the embodiments of the present application.
[0210] In some embodiments, the computer device 1300 may further optionally include: a peripheral device interface 1303 and at least one peripheral device. Specifically, the peripheral device includes at least one of: a radio frequency circuit 1304, a touch display screen 1305, a camera 1306, an audio circuit 1307, and a power supply 1308.
[0211] The peripheral device interface 1303 can be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 1301 and the memory 1302. In some embodiments, the processor 1301, the memory 1302, and the peripheral device interface 1303 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1301, the memory 1302, and the peripheral device interface 1303 can be implemented on a separate chip or circuit board, and the present embodiment does not limit this.
[0212] The radio frequency circuit 1304 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1304 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1304 converts an electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1304 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, etc. The radio frequency circuit 1304 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, generations of mobile communication networks (2G, 3G, 4G, and 5G), a wireless local area network, and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1304 may further include a circuit related to NFC (Near Field Communication), and the present application does not limit this.
[0213] The touch display screen 1305 is used to display the UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1305 also has the ability to collect touch signals on or above the surface of the touch display screen 1305. The touch signals can be input as control signals to the processor 1301 for processing. The touch display screen 1305 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display screen 1305, which is disposed on the front panel of the computer device 1300; in other embodiments, there may be at least two touch display screens 1305, which are respectively disposed on different surfaces of the computer device 1300 or are in a foldable design; in some embodiments, the touch display screen 1305 may be a flexible display screen, which is disposed on a curved surface or a folding surface of the computer device 1300. Even further, the touch display screen 1305 may also be set to an irregular non-rectangular shape, that is, an irregular-shaped screen. The touch display screen 1305 may be prepared using materials such as LCD (Liquid Crystal Display) or OLED (Organic Light-Emitting Diode).
[0214] The camera assembly 1306 is used to collect images or videos. Optionally, the camera assembly 1306 includes a front camera and a rear camera. Generally, the front camera is used to implement video calls or selfies, and the rear camera is used to implement photo or video shooting. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth-of-field camera, and a wide-angle camera respectively, so as to implement the function of background blurring by fusing the main camera and the depth-of-field camera, and implement panoramic shooting and VR (Virtual Reality) shooting functions by fusing the main camera and the wide-angle camera. In some embodiments, the camera assembly 1306 may further include a flash. The flash may be a single-color temperature flash or a two-color temperature flash. A two-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.
[0215] The audio circuit 1307 is used to provide an audio interface between the user and the computer device 1300. The audio circuit 1307 may include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals for input to the processor 1301 for processing, or input to the radio frequency circuit 1304 to achieve voice communication. For the purpose of stereo collection or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the computer device 1300. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert the electrical signals from the processor 1301 or the radio frequency circuit 1304 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for uses such as ranging. In some embodiments, the audio circuit 1307 may further include a headphone jack.
[0216] The power supply 1308 is used to supply power to each component in the computer device 1300. The power supply 1308 may be alternating current, direct current, a disposable battery or a rechargeable battery. When the power supply 1308 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0217] In some embodiments, the computer device 1300 further includes one or more sensors 1309. The one or more sensors 1309 include but are not limited to: an acceleration sensor 1310, a gyroscope sensor 1311, a pressure sensor 1312, an optical sensor 1313, and a proximity sensor 1314.
[0218] The acceleration sensor 1310 can detect the magnitudes of accelerations on the three coordinate axes of the coordinate system established with the computer device 1300. For example, the acceleration sensor 1310 can be used to detect the components of the gravitational acceleration on the three coordinate axes. The processor 1301 can control the touch display screen 1305 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signals collected by the acceleration sensor 1310. The acceleration sensor 1310 can also be used for collecting game or user's motion data.
[0219] The gyroscope sensor 1311 can detect the body orientation and rotation angle of the computer device 1300. The gyroscope sensor 1311 can cooperate with the acceleration sensor 1310 to collect the 3D actions of the user on the computer device 1300. Based on the data collected by the gyroscope sensor 1311, the processor 1301 can implement the following functions: motion sensing (such as changing the UI according to the user's tilting operation), image stabilization during shooting, game control, and inertial navigation.
[0220] The pressure sensor 1312 can be disposed on the side frame of the computer device 1300 and / or the lower layer of the touch display screen 1305. When the pressure sensor 1312 is disposed on the side frame of the computer device 1300, it can detect the holding signal of the user on the computer device 1300, and perform left / right hand recognition or quick operation according to the holding signal. When the pressure sensor 1312 is disposed on the lower layer of the touch display screen 1305, it can control the operable controls on the UI interface according to the pressure operation of the user on the touch display screen 1305. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0221] The optical sensor 1313 is used to collect the ambient light intensity. In one embodiment, the processor 1301 can control the display brightness of the touch display screen 1305 according to the ambient light intensity collected by the optical sensor 1313. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1305 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1305 is decreased. In another embodiment, the processor 1301 can also dynamically adjust the shooting parameters of the camera assembly 1306 according to the ambient light intensity collected by the optical sensor 1313.
[0222] The proximity sensor 1314, also known as the distance sensor, is usually disposed on the front of the computer device 1300. The proximity sensor 1314 is used to collect the distance between the user and the front of the computer device 1300. In one embodiment, when the proximity sensor 1314 detects that the distance between the user and the front of the computer device 1300 is gradually decreasing, the processor 1301 controls the touch display screen 1305 to switch from the lit state to the off state; when the proximity sensor 1314 detects that the distance between the user and the front of the computer device 1300 is gradually increasing, the processor 1301 controls the touch display screen 1305 to switch from the off state to the lit state.
[0223] Those skilled in the art can understand that Figure 13 the structure shown in
[0224] An embodiment of the present application further provides a computer device, which includes a processor and a memory. At least one computer instruction is stored in the memory, and the at least one computer instruction is loaded and executed by the processor to implement the communication method between different teams in the same game provided by the above method embodiments.
[0225] An embodiment of the present application further provides a computer storage medium. At least one computer instruction is stored in the computer-readable storage medium, and the at least one computer instruction is loaded and executed by the processor to implement the communication method between different teams in the same game provided by the above method embodiments.
[0226] An embodiment of the present application further provides a computer program product. The computer program product includes computer instructions, and the computer instructions are stored in a computer-readable storage medium; the computer instructions are read and executed by the processor of the computer device from the computer-readable storage medium, so that the computer device executes the communication method between different teams in the same game provided by the above method embodiments.
[0227] It should be understood that "a plurality" mentioned herein refers to two or more. "And / or" describes the association relationship of associated objects, indicating that there can be three relationships. For example, A and / or B can represent: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects before and after.
[0228] Those of ordinary skill in the art can understand that all or part of the steps of implementing the above embodiments can be completed by hardware, or can be completed by a program instructing relevant hardware. The program can be stored in a computer-readable storage medium, and the above-mentioned storage medium can be a read-only memory, a disk, an optical disc, etc.
[0229] The above are only optional embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.
Claims
1. A communication method between different teams in the same game, characterized in that, Applied to a first client, where a first user account is logged in to the first client, the method includes: Display a game interface for the current game. A quick communication button is displayed on the game interface, and the quick communication button is a button for communicating with user accounts of different teams in the current game; In response to a trigger operation on the quick communication button, when the first user account is the first to trigger the quick communication button, display a first quick message with the first user account as the sender inside the bubble of the quick message bubble located on the game interface, and display the avatar of the first user account at the first peripheral position of the quick message bubble. The first quick message is a message visible to user accounts of different teams in the current game; When a second user account triggers the quick communication button, switch the quick message displayed inside the bubble of the quick message bubble to a second quick message with the second user account as the sender, display the avatar of the second user account at the first peripheral position of the quick message bubble, and display the avatar of the user account that previously triggered the quick communication button at the second peripheral position of the quick message bubble. The second quick message is sent when the quick communication button in a second client is triggered. The second client has the second user account logged in, and the second user account and the first user account belong to different teams; wherein, the size of the avatar displayed at the first peripheral position of the quick message bubble is larger than the size of the avatar displayed at the second peripheral position of the quick message bubble; When all user accounts have triggered the quick communication button, display an enhanced quick message bubble on the game interface. The enhanced quick message bubble includes a left avatar area, a right avatar area, and a middle bubble area. The left avatar area displays the avatars of user accounts of the first team in the current game with added display borders. The right avatar area displays the avatars of user accounts of the second team in the current game. The middle bubble area displays the quick message bubble. The first team is not the team to which the first user account belongs, and the second team is the team to which the first user account belongs.
2. The method according to claim 1, characterized in that The method further includes: In response to a trigger operation on the quick communication button, when the first user account is not the first to trigger the quick communication button, display the first quick message inside the bubble of the quick message bubble, display the avatar of the first user account at the first peripheral position of the quick message bubble, and display the avatar of the user account that previously triggered the quick communication button at the second peripheral position of the quick message bubble.
3. The method according to claim 2, characterized in that, The displaying the avatar of the user account that previously triggered the quick communication button at the second peripheral position of the quick message bubble includes: When the number of user accounts that previously triggered the quick communication button is less than or equal to n (n is a positive integer), display the avatars of all user accounts that previously triggered the quick communication button at the second peripheral position of the quick message bubble.
4. The method according to claim 2, wherein Displaying the avatars of user accounts that have historically triggered the quick communication button at the second-week side position of the quick message bubble includes: When the number of user accounts that have historically triggered the quick communication button is greater than n and less than m, only display the avatars of n user accounts at the second-week side position of the quick message bubble, and omit displaying the avatars of other user accounts with more than n avatars at the second-week side position of the quick message bubble, where n is a positive integer and m is all user accounts participating in this game.
5. The method according to claim 1, wherein The method further includes: Randomly select one quick message from k preset quick messages as the first quick message, where k is an integer greater than 1; Or, Use the quick message customized by the user as the first quick message.
6. The method according to claim 1, characterized in that, Displaying the avatars of user accounts that have historically triggered the quick communication button at the second-week side position of the quick message bubble includes: When the number of user accounts that have historically triggered the quick communication button is less than or equal to n, display the avatars of all user accounts that have historically triggered the quick communication button at the second-week side position of the quick message bubble, where n is a positive integer not greater than m.
7. The method according to claim 1, characterized in that, Displaying the avatars of user accounts that have historically triggered the quick communication button at the second-week side position of the quick message bubble includes: When the number of user accounts that have historically triggered the quick communication button is greater than n and less than m, only display the avatars of n user accounts at the second-week side position of the quick message bubble, and omit displaying the avatars of other user accounts with more than n avatars at the second-week side position of the quick message bubble, where n is a positive integer and m is all user accounts participating in this game.
8. The method according to any one of claims 1 to 7, characterized in that, Displaying the game interface of this game, where a quick communication button is displayed on the game interface, includes: Display the quick communication button on the starting interface of the game interface; And / or, display the quick communication button on the ending interface of the game interface; And / or, when this game is a balanced game, display the quick communication button on the ending interface of the game interface; And / or, always display the quick communication button on the game interface; And / or, display the quick communication button on the game interface within a predetermined time.
9. The method according to any one of claims 1 to 7, characterized in that, The method further includes: When all user accounts have triggered the quick communication button, display a countdown on the game interface, and after the countdown ends, all user accounts enter the next game according to the current teaming method; Or, when all user accounts have triggered the quick communication button, display a countdown on the game interface, and all user accounts re-team. After the countdown ends, all re-teamed user accounts enter the next game; Or, when all user accounts have triggered the quick communication button, display special effect bubbles full screen on the game interface; Or, when all the user accounts trigger the quick communication button, all the user accounts can obtain the virtual resources presented by the backend server.
10. The method according to any one of claims 1 to 7, characterized in that The method further comprises: When the time period during which the quick communication button is not triggered reaches a threshold, the quick communication button is cancelled from being displayed.
11. The method according to any one of claims 1 to 7, characterized in that, The method further comprises: In response to a trigger operation on the quick communication button, the first quick message is sent to the user accounts of different teams in the current game.
12. An inter - team communication device during the same game, characterized in that, The device comprises: A display module, used to display a game interface of the current game, wherein a quick communication button is displayed on the game interface, and the quick communication button is a button for communicating with user accounts of different teams in the current game; a human-computer interaction module, configured to respond to a trigger operation on the quick communication button, and display a first quick message with the first user account as the sender in a quick message bubble located on the game interface, and display an avatar of the first user account at a first peripheral position of the quick message bubble, in a case where the first user account is the first to trigger the quick communication button, wherein the first quick message is visible to user accounts of different teams in the current game; The display module is further used for, when the second user account triggers the quick communication button, switching the quick message displayed in the bubble of the quick message bubble to a second quick message with the second user account as the sender, displaying the avatar of the second user account at a first peripheral position of the quick message bubble, and displaying the avatar of the user account that has historically triggered the quick communication button at a second peripheral position of the quick message bubble, wherein the second quick message is sent when the quick communication button in the second client is triggered, the second client is logged in with the second user account, and the second user account and the first user account belong to different teams; wherein the size of the avatar displayed at the first peripheral position of the quick message bubble is larger than the size of the avatar displayed at the second peripheral position of the quick message bubble; When all user accounts trigger the quick communication button, an enhanced quick message bubble is displayed on the game interface, and the enhanced quick message bubble includes a left avatar area, a right avatar area and a middle bubble area. The left avatar area displays an avatar of the user account of the first team in the current game with an added display border, the right avatar area displays an avatar of the user account of the second team in the current game, and the middle bubble area displays the quick message bubble. The first team is not the team to which the first user account belongs, and the second team is the team to which the first user account belongs.
13. The device according to claim 12, wherein The human-computer interaction module is used to, in response to a triggering operation on the quick communication button, when the first user account is not the first to trigger the quick communication button, display the first quick message inside the bubble of the quick message bubble, display the avatar of the first user account at the first peripheral position of the quick message bubble, and display the avatars of the user accounts that have historically triggered the quick communication button at the second peripheral position of the quick message bubble.
14. The device according to claim 13, characterized in that, The display module is used to, when the number of user accounts that have historically triggered the quick communication button is less than or equal to n (where n is a positive integer), display the avatars of all user accounts that have historically triggered the quick communication button at the second peripheral position of the quick message bubble.
15. The device according to claim 13, characterized in that, The display module is used to, when the number of user accounts that have historically triggered the quick communication button is greater than n and less than m (where n is a positive integer and m is all user accounts participating in the current game), only display the avatars of n user accounts at the second peripheral position of the quick message bubble, and omit displaying the avatars of other user accounts that exceed n avatars at the second peripheral position of the quick message bubble.
16. The device according to claim 12, wherein The display module is used to randomly select one quick message from k preset quick messages as the first quick message, where k is an integer greater than 1. Or, Use the quick message customized by the user as the first quick message.
17. The device according to claim 12, characterized in that, The display module is used to, when the number of user accounts that have historically triggered the quick communication button is less than or equal to n (where n is a positive integer not greater than m), display the avatars of all user accounts that have historically triggered the quick communication button at the second peripheral position of the quick message bubble.
18. The device according to claim 12, characterized in that, The display module is used to, when the number of user accounts that have historically triggered the quick communication button is greater than n and less than m (where n is a positive integer and m is all user accounts participating in the current game), only display the avatars of n user accounts at the second peripheral position of the quick message bubble, and omit displaying the avatars of other user accounts that exceed n avatars at the second peripheral position of the quick message bubble.
19. The device according to any one of claims 12 to 18, characterized in that, The display module is used to display the quick communication button on the starting interface of the game interface. And / or, display the quick communication button on the ending interface of the game interface. And / or, when the current game is in a balanced situation, display the quick communication button on the ending interface of the game interface. And / or, always display the quick communication button on the game interface. And / or, display the quick communication button on the game interface within a predetermined time.
20. The device according to any one of claims 12 to 18, characterized in that, The display module is further used to, when all user accounts have triggered the quick communication button, display a countdown on the game interface, and after the countdown ends, all user accounts enter the next game according to the current teaming method. Or, when all the user accounts trigger the quick communication button, a countdown is displayed on the game interface, and all the user accounts re-team up, and after the countdown ends, all the re-teamed user accounts enter the next game; Or, when all the user accounts trigger the quick communication button, special effect bubbles are displayed on the full screen of the game interface; Or, when all the user accounts trigger the quick communication button, all the user accounts can obtain the virtual resources presented by the backend server.
21. The device according to any one of claims 12 to 18, characterized in that, The display module is further configured to cancel display of the quick communication button when the time duration during which the quick communication button is not triggered reaches a threshold.
22. The device according to any one of claims 12 to 18, characterized in that The human-computer interaction module is also used to respond to a trigger operation on the quick communication button to group-send the first quick message to the user accounts of different teams in the current game.
23. A computer device, characterized in that, The computer device comprises: a processor and a memory, wherein at least one computer instruction is stored in the memory, and the at least one computer instruction is loaded and executed by the processor to implement the communication method between different teams in the same game as described in any one of claims 1 to 11.
24. A computer storage medium, characterized in that, The computer-readable storage medium stores at least one computer instruction, and the at least one computer instruction is loaded and executed by the processor to implement the communication method between different teams in the same game as described in any one of claims 1 to 11.
25. A computer program product, characterized in that, The computer program product includes computer instructions, which are stored in a computer-readable storage medium; the computer instructions are read and executed by a processor of a computer device from the computer-readable storage medium, so that the computer device executes the communication method between different teams in the same game as described in any one of claims 1 to 11.
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